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kings-vengeance
by
Henry
Played 56 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Kings Vengeance" When play begins: move player to Smoke; [Regions] Burnt Town is a region. The Bedroom, House, Burnt Plaza, Burnt Garden, Town Entrance, Burnt Shack, Library, and Burnt Market Stalls are in the Burnt Town. The ForestArea is a region. The Stone Path, Forest, Clearing, Frontofshack, Directions sign, moose pond, and Dirt Path are in the ForestArea. Pathway to Vlogulth is a region. The Path1, Path2, Path3, Path4, Path5, Path6, Path7, Path8, Path9, Path10, Path11, Path12, and Entrance to Vlogulth are in Pathway to Vlogulth. [Rooms] The Smoke is a room. "You wake up, the smell of smoke and ash fill your lungs (try to move around)" The Confusion is a room. "You attempt to rise but the nausea overwhelms you, a futile effort. You decide to gather your strength for one strong push." The Bedroom is a room. "[if unvisited] You finally rise from the bed. Standing up, the first thing you notice is the rubble and broken glass at your feet. Being careful not to step on them you bring your attention away from the floor to see a desk with a ajar drawer. You also notice a door south of you. The room seems quite familiar but your head hurts whenever you try to recall your past so you don't bother. [otherwise] You see a desk with a ajar drawer. You also notice a door south of you. The room seems quite familiar but your head hurts whenever you try to recall your past so you don't bother.[end if]" The House is a room. The house is south of the bedroom. "[if unvisited] You exit the bedroom to look around the rest of the house. To your dismay the only room left intact was your room. The house rocks with the wind as many of the integral support beams have been either burned or have collapsed in on itself. You were very lucky to have not been crushed while sleeping. It would be best to leave hastily, as you do not want to be around when the house collapses.[otherwise] The house rocks with the wind as many of the integral support beams have been either burned or have collapsed in on itself. You were very lucky to have not been crushed earlier. It would be best to leave hastily, as you do not want to be around when the house collapses.[end if]" The Burnt Plaza is a room. The burnt plaza is south of the house. " You leave the shell of what used to be a house to enter the plaza. Ash covers the entirety of the plaza like a pot left on the stove for too long. You feel shivers crawl up your spine seeing a place that would be so lively, so empty. Ignoring the eerie feeling surrounding, you stumble over to a nearby sign hoping to find some directions. God heeding your call gives you exactly that, the sign informs you that the town entrance/exit is east, a garden is west and a library is south of where you are standing [line break]East: Town Entrance [line break]South: Library [line break]West: Garden [line break](Reminder South: House)" The Burnt Garden is a room. The Burnt Garden is west of the Plaza. "You walk into the garden to the smell burnt herbs. While the smell of herbs might be pleasing, the surroundings were not. Burnt sage, charred mint, and scorched lavender were sparsely populated around the garden with most of their other little friends being burned without a trace. The soil, normally already dark brown, was painted ashen black. A shack and a market both enclosed what once was a garden being opposite to being both on the north and south sides of the garden in that order. [line break]North: Shack [line break]South: Market" The Burnt Market Stalls is a room. The burnt market stalls is south of the burnt garden. "You approach the market stalls hearing the feeble supports creak every time there is a strong gust of wind. The once bright fabrics that made the roof of the stall hang loosely fluttering in the wind. The scavenging mice gather at the blackened crates which you presume contained spices and herbs from the garden, it probably isn't a good idea to consume the herbs now due to the mice droppings and sour odor exuding from it." The Town Entrance is a room. The Town Entrance is east of the Burnt Plaza. “A large imposing gateway towers before you, the scorch marks look like scars it received in battle. The blackened gate that marks the entrance of the town serves as a reminder of what this town once was. It will forever carry the memory of villagers once lived here and the countless travelers that passed through said village for as long as it remains standing. The only path is forward with the stone path leading you west towards the forest.” The Burnt Shack is a room. The Burnt Shack is north of the Burnt Garden. “The shack leans precariously, its walls warped and scorched, barely holding together under its own weight. Ashen planks hang loose from the roof, allowing light to protrude through casting eerie shadows on what remains within. Among the charred remains of simple furniture and a small kitchen lies the tragic figure of a woman, her body forever being imprinted onto the dirt, surrounded by the blackened remnants of her life. The air here is heavy and stale, containing a certain kind of silence that speaks louder than any words, a haunting reminder of lives caught in the flames." The kitchen is inside the Burnt Shack. The kitchen is fixed in place. The description of the Kitchen is “A dirty sink resides in the corner next to a small broken cupboard.” The Library is a room. The Library is south of the Burnt Plaza. “Once a place of knowledge and learning, now stands before you in ruin. The walls blackened by soot and the smell of burnt parchment lingers in the air. Ashen snowflakes slowly drift from the ceiling settling on splintered bookshelves and scorched leather covers. A serene silence fills the room, like a silent cry for the countless stories and tales which were snuffed out within these walls. You dig through the library remains further and luckily find 4 different book survived [line break] [line break] Examinable Books: [line break] [line break] Hidden treasures: [line break] Book1 (Secrets of the Lumberjack) [line break] Book2 (Treasure of King Henry VII) [line break] [line break] History: [line break] Book3 (History of the Henry family) [line break] Book4 (The gates of Vloguth)" The Stone Path is a room. The Stone Path is east of the Town Entrance. “A crooked pathway made of stones and rubble leads the way east away from the village. Big rocks line either side of the path.” The Dirt Path is a room. The Dirt Path is east of the Stone Path. “From this distance the village is now as small as the tip of your finger. The stone path slowly faded out into a dirt one as you approached the forest. The village, small as a crumb, now disappears into the rearview.” The Forest is a room. The forest is east of the dirt path. “The forest is a vast expanse of towering trees, their branches forming a canopy that filters sunlight into gentle patches on the ground. Soft moss covers the earth, with ferns and wildflowers growing between twisted roots. Birdsong and the quiet rustle of leaves fill the air, along with the faint scent of pine and damp soil. The breathtaking scene almost makes you forget the ghostly horrors in the town. You can see a rocky slope with a large rock up north. You also notice that the trees clear up down south of where you are.” The Chest Room is a room. “Rocky walls damp and covered in patches of glistening moss surround you. At the center of the room, a sturdy wooden chest rests on a natural stone pedestal, its metal hinges tarnished but intact. The faint glow from cracks in the cave ceiling casts eerie shadows, dancing across the ancient chest and the rough stone floor. The air here is cool and thick, filled with the earthy smell of the cave." The Clearing is a room. The clearing is south of the Forest. "The forest opens up into a peaceful clearing, a sunlit patch surrounded by all the tall trees. Soft grass carpets the ground, dotted with wildflowers that sway gently in the breeze. The air here feels warmer, free of the dense canopy, and birds fly above, chirping in the open sky. The quiet sounds of the forest are softer, giving the clearing a sense of calm and stillness, as if it’s a hidden refuge tucked away from the world. On the other side of the clearing slightly peek out the tall grass you can see a wooden shack made of logs with a thatched roof." The Front of The Shack is a room. The front of the shack is south of the clearing. "The wood door to the shack seems to be unlocked. It may seem rude to enter without permission but you’ll take your chances. The top of the shack has a big wooden sign with 'Lumber Shack' written on it. The clearing ends here but a small path leads the way west." The Lumberjack Shack is a room. The Lumberjack Shack is south of the Lumber Shack Door. "Your eyes take time to adjust from the bright light outside to the warm cozy fireplace inside. The walls bear marks of hard work, with tools hanging neatly by the doorway and logs stacked against the side. Inside, the scent of fresh-cut wood lingers, and a small fireplace in one corner warms the room. Simple furniture, a cot, and a rough-hewn table with a half-finished carving give the space a cozy, lived-in feel. It’s a humble shelter, but it holds the quiet strength of the one who built it, standing resilient against the elements. A burly man sits in the corner of the house, rocking on a chair." The Directions Sign is a room. The Directions sign is west of the front of the shack. "You reenter the forest to see a tall wooden sign pointing in several directions before you. It read’s: [line break]east: Lumberjack Shack [line break]south: Path to Vlogulth Gates [line break]west: Moose Pond." The Moose Pond is a room. The Moose Pond is west of the Directions sign. "A peaceful pond lies nestled in a quiet grove, its waters calm and clear, reflecting the tall trees and open sky above. Lily Pads drift lazily across the surface, and cattails line the edges, swaying gently in the breeze. The air is cool and fresh, carrying the earthy scent of damp moss and pine. This pond feels timeless, like a hidden oasis where nature remains undisturbed." The CityEntrance is a room. The CityEntrance is south of the Gates to Vlogulth. The printed name is "City Entrance"."Stepping beyond the gates, you’re greeted by a lively, sprawling square filled with the hum of activity. Cobblestone streets spread out in all directions, lined with merchant stalls, colorful signs, and busy shopfronts. The smell of fresh bread, roasting meats, and spices fills the air, mingling with the chatter of townsfolk and the shouts of street vendors. Tall, narrow buildings with flower boxes in the windows lean slightly over the street, adding charm to the bustling scene. South beyond the square, winding streets and alleyways lead deeper into the heart of the city. A sign in the middle displays some of the stores [line break]" The Warehouse is a room. The Warehouse is west of the WarehouseDoor. "Inside the warehouse, the air is cool and musty, filled with the scent of aged wood and stored goods. Stacks of crates and barrels rise high, some marked with faded labels, hinting at their contents—dried goods, textiles, and other valuable cargo." The BlacksmithShop is a room. The BlacksmithShop is east of the CityEntrance. "Thick smoke and the smell of burning coal fill the air, blending with the sharp tang of heated iron. Shelves lined with finely crafted weapons, tools, and armor glint in the low light. At the center, the blacksmith hammers away at a glowing blade on the anvil, sweat glistening on their brow. Sparks fly, illuminating walls darkened by soot and years of labor. The heat radiates from the forge, giving the place an intense, almost magnetic energy, drawing those in search of finely crafted steel." The City Square is a room. The City square is south of the CityEntrance. "[if unvisited]You approach the city square to be greeted by a bustling crowd of people performing their daily task. The area is vibrant with life and energy. Cobblestones roads are worn smooth by countless footsteps. Merchants advertise their wares from colorful stalls, filling the air with the enticing aromas of fresh bread, sweet pastries, and spices. Laughter and chatter weave through the crowd, punctuated by the cheerful sounds of street performers entertaining passersby. At the center, a grand fountain splashes playfully, surrounded by benches where townsfolk gather to relax and socialize. While you stand there awestruck, a man walks up and greets you. He asks if you are new to the city and gives you some directions [line break]East side of the city is the more wealthy area [line break] middle part of the city is where all the store are [line break] West side of the city is more shady [otherwise]You once again approach the city square being greeted by a bustling crowd of people performing their daily task. The area is vibrant with life and energy. Cobblestones roads are worn smooth by countless footsteps. Merchants advertise their wares from colorful stalls, filling the air with the enticing aromas of fresh bread, sweet pastries, and spices. Laughter and chatter weave through the crowd, punctuated by the cheerful sounds of street performers entertaining passersby. At the center, a grand fountain splashes playfully, surrounded by benches where townsfolk gather to relax and socialize. [line break](reminder) [line break]East side of the city is the more wealthy area [line break] middle part of the city is where all the store are [line break] West side of the city is more shady [end if]" Walkway1 is a room. Walkway1 is west of the City Square. The printed name is "Walkway". "You are in between the west side and the middle of the city. You pass by a sleeping beggar on the side street." Walkway2 is a room. Walkway2 is south of the City Square. The printed name is "Walkway". "You are in the middle part of the city. Two stores stand on opposite sides of you. One being a lumber store, another being a potion shop. It might be a good idea to check them out." Walkway3 is a room. Walkway3 is east of the City Square. The printed name is "Walkway". "You are in between the middle and east side of the city. You pass by a bard playing on the side street" Intersection1 is a room. Intersection1 is west of Walkway1. The printed name is "Intersection". The description is "You are on the west side of the city at an intersection. North of you see a shady alleyway and west resides a shabby home." Intersection2 is a room. Intersection2 is east of Walkway3. The printed name is "Intersection". The description is “You are on the east side of the city at an intersection. North and east of you are some fancy homes." Walkway4 is a room. Walkway4 is south of Intersection2. The printed name is "Walkway". "You are still on the east side of the city. A wealthy looking house is east of you." Walkway5 is a room. Walkway5 is south of the Walkway4. The printed name is "Walkway". "You are on the east side of the city. The path does not continue further east or south due to the castle walls." Walkway6 is a room. Walkway6 is west of Walkway5. The printed name is "Walkway". "You are in between the middle and east side of the city. You pass by a street jester showing off card tricks. A wall towers over you casting a shadow from the south." Castle Entrance is a room. Castle Entrance is west of Walkway6 and south of Walkway2. "The castle gate stands before you, flanked by towering stone walls that rise high above. Crafted from heavy timber and reinforced with iron bands, A guard stands vigilant, his armor glinting in the sunlight, ready to challenge any who approach. Above, a banner bearing the castle's crest flutters gently in the breeze. The cobblestone pathway leading to the gate is well-worn, hinting at the countless visitors and dignitaries who have passed through. You are in the middle of the city. Going north will take you into the castle." Walkway7 is a room. Walkway7 is west of Castle Entrance. The printed name is "Walkway". "You are in between the west side and middle of the city. A homeless man lays resting on the side of the road away from foot traffic. A wall towers over you casting a shadow from the south. " Walkway8 is a room. Walkway8 is west of Walkway7. The printed name is "Walkway". "You are on the west side of the city. The path does not continue further west or south due to the castle walls." Walkway9 is a room. Walkway9 is north of Walkway8 and south of Intersection1. The printed name is "Walkway". "You are still on the west side of the city. A rundown looking house is west of you." Alleyway is a room. Alleyway is north of Intersection1. "A discrete alleyway. In fact, so discrete that if someone committed a crime here no one would know. [line break]The east wall of the Warehouse is lined with spare wood, very flammable." The PotionStore is a room. The Potionstore is east of the Walkway2. The printed name is "Potion Store". "When you enter the potion shop, you see bins filled with the rich scents of herbs, spices, and fragrant flowers. The shelves are lined with glass vials and bottles of every shape and size, each one neatly labeled with tags detailing their mysterious contents—healing elixirs, invigorating strength tonics, and shimmering potions promising bountiful luck. A clerk stand a wooden counter finicking with ingredients" The Lumberstore is a room. The lumberstore is west of Walkway2. The printed name is "Lumber Store". "Description" Castle Main Hall is a room. It is south of the Castle Entrance. Castle Throne Room is a room. It is south of the Castle Main Hall. [Maze Pathway] Path1 is a room. It is south of the Directions Sign. The printed name is "Start of Path". The description is "There is a fork in the road, one leading east and another leading south. Both trails seem to vanish." Path2 is a room. It is south of Path1. The printed name is "Pathway". The description is "The path seems to divide again." Path3 is a room. It is west of Path2. The printed name is "Trail". The description is "The path continues north". Path4 is a room. It is north of Path3. The printed name is "Trail". The description is "The path seems to divide again." Path5 is a room. It is west of Path4. The printed name is "Trail". The description is "The path seems to continue west." Path6 is a room. It is west of Path5. The printed name is "Pathway". The description is "There are two paths to take." Path7 is a room. It is south of Path6. The printed name is "Groove". The description is "A chest at the center of the Groove shines in your eyes. Whatever is in there must be worth a lot." Path8 is a room. It is north of Path6 and west of Path1. The printed name is "Path". The description is "The path continues south." Path9 is a room. It is east of Path2. The printed name is "Trail". The description is "The path divides again." Path10 is a room. It is north of Path9. It is east of Path4. The printed name is "Trail". The description is "The path seems to divide again." Path11 is a room. It is north of Path10. The printed name is "Trail". The description is "The path seems to continue west." Path12 is a room. It is west of Path11. The printed name is "Trail". The description is "The path seems to continue south." [Detour] Detour1 is a room. It is south of Path9. The printed name is "Trail". The description is "This trail seems promising." Detour2 is a room. It is south of Detour1. The printed name is "Trail". The description is "Path continues east." Detour3 is a room. It is east of Detour2. The printed name is "Trail". The description is "The path seems to open up to the east." Detour4 is a room. It is east of Detour3. The printed name is "Trail". The description is "The path continues north." Detour5 is a room. It is north of Detour4 and southeast of the clearing. The printed name is "Trail". The description is "As you make your way, the environment clears itself. There is a log blocking your way northwest. Maybe you could push it like last time..." The Entrance to Vlogulth is a room. It is south of Path12. The description is "The grand entrance to the city stands before you, framed by towering stone walls and a sturdy gate with intricate ironwork. Banners flutter gently in the breeze, displaying the city’s crest, while a guard stands watch, keeping a close eye on those who pass through. The cobbled path underfoot is worn smooth from countless travelers and merchants entering over the years. Beyond the gate, the faint sounds of bustling streets, chiming bells, and distant voices hint at the lively city within." The Store Room is a room. [Doors] The Lumber Shack door is closed door. The Lumber shack door is unlocked. The lumber shack door is south of the front of the shack. The description of the Lumber Shack door is "A wooden door crafted by hand. Seems to be very well done by a professional." The boulder is in the Forest. The boulder is a door. The boulder is up from the forest. The boulder is down from the chest room. The door is open. The description of the boulder is "The boulder is jagged and very tall. Almost as if it reaches the sky." The Gates to Vlogulth is a door. The Gates to Vlogulth is south of Entrance to Vlogulth. The Gates to Vlogulth is a locked door. The Gates to Vlogulth is closed. The WarehouseDoor is a door. The WarehouseDoor is west of the CityEntrance. The WarehouseDoor is a locked door. The WarehouseDoor is closed. The printed name is "Warehouse Door". The description of the WarehouseDoor is "Description" Understand "Warehouse Door" as WarehouseDoor. [Passive objects] The drawer is in the Bedroom. The drawer is scenery. Understand "desk", "drawer" as drawer. The drawer is fixed in place. The drawer is a closed openable container. The description of the desk is "Whatever is inside is probably old." The description of drawer is "You should probably open it." Inside the drawer is a notebook. Understand "book" as notebook. The description of the notebook is "As you inspect the book, it contains a list of tasks with different dates on them. The last entry mentions an important figure will be visiting someplace sometime soon." The broken glass is in the Bedroom. The broken glass is a scenery. Understand "debris", and "glass" as broken glass. The description is "It is sharp probably shouldn't touch it." Instead of taking broken glass: say "I don't think I should touch that."; The bed is in the Bedroom. The bed is a supporter. The bed is scenery. The bed is fixed in place. The description of the bed is "There appears to be something underneath." The counter is in the burnt market stalls. The counter is an object. The counter is fixed in place. The description of the counter is "*intense searching sounds." The cupboard is a scenery. The cupboard is a container. The cupboard is fixed in place. The cupboard is inside the kitchen. The cupboard is a closed openable container. The description of the cupboard is “Looks flimsy and old.” The burnt rubble is inside the Burnt Garden. The burnt rubble is scenery. The burnt rubble is not fixed in place. The burnt rubble can be pushed. The description of the burnt rubble is "A large pile of debris blocks the way north. Maybe you should take it..." Understand "debris" as the burnt rubble. The log is inside the detour5. The log is an object. The log is not fixed in place. The log can be pushed. The description is "This log blocks the path northwest. Maybe you should push it like last time." Understand "Book 1" as Book1. Understand "Book 2" as Book2. Understand "Book 3" as Book3. Understand "Book 4" as Book4. Book1 is a scenery. Book1 is inside the Library. The description of Book1 is “SECRETS OF THE LUMBERJACK [line break] [line break]In the heart of the towering pines, where the air smelled of fresh sawdust and adventure, there lived an old lumberjack named Hank. His beard was as wild as the forest, and his laughter echoed like a melody through the trees. But beneath his cheerful exterior lay a secret—a treasure hidden for years, waiting for the brave to seek it. [line break] [line break]In the shadow of the pines where the rivers twist and twine,[line break]East of the pond, where the brambles entwine, [line break]North of the Shack, where the woodsmoke will climb,[line break]A secret lies waiting, beyond reason and rhyme. [line break]Seek the stone that watches the sky, [line break]For only those daring enough will fly.” Book2 is a scenery. Book2 is inside the Library. The description of Book2 is “The ashes of the burnt pages cover your hands. ew…” Book3 is a scenery. Book3 is inside the Library. The description of Book3 is “HISTORY OF THE HENRY FAMILY [line break][line break]*burnt pages* ... Jack now serves as the Keeper of Gates. The key to Vlogulth is carried with him at all times. Along with the other few members of the Henry Family with the key, they have all sworn an oath to guard it with their life. The only way to take it from them is to kill them." Book4 is a scenery. Book4 is inside the Library. The description of Book4 is “THE GATES OF VLOGULTH [line break] [line break]Once upon a time, the city of Vlogulth was at peace, united as one. However, a dispute started to brew between the two families. The Henry family and the Bert family. The dispute broke out into a fight which turned into a war. The Bert family lost and was exiled from the city, now residing in a small village north of Vlogulth. The gates of Vlogulth were built by the Henry family to keep intruders and Berts out... The only way to through is with the... *burnt lines* which is only obtainable through the Keeper of Gates." The chest1 is an object. Understand "chest" as chest1. The printed name is "Chest". The chest1 is in the chest room. The chest1 is a closed openable container. chest1 is fixed in place. The legchest is an object. Understand "chest" as legchest. The printed name is "Chest". The legchest is in the Path7. It is fixed in place. The legchest is a closed openable container. The acorn is a scenery. Understand "corpse" as acorn. The acorn is in the Kitchen. Printed name is "Unconscious women". The description is "Why are you inspecting a dead person?" The rock is a scenery. The rock is in the stone path. Understand "stone", "stones", and "rocks" as rock. The description of the rock is "What a nice stone." [Active objects] The carrying capacity of the player is 8. The gold coin is an object. Understand "coins" as plural of gold coin. Understand "gold" as gold coin. The gold coin can be found. The gold coin is not found. The description of gold coins is "a shiny gold coin." c is a number that varies. c is 0. The fists is an object. The fists are part of the player. Understand "fist" as fists. On the counter is a bag of nuts. The bag of nuts is scenery. The bag of nuts is not found. The bag of nuts can be found. Understand "nuts" as bag of nuts. The bag of nuts is edible. The description of the bag of nuts is "The logo says, All(en)ergy." The Healing Potion is a scenery. The Healing Potion is not found. The healing potion can be found. The axe is an object. The axe is in the lumberjack shack. The description of the axe is "A sharpened axe used for chopping down trees."; Birch Wood is an object. The Birch Wood can be found. The Birch Wood is not found. The birch wood is in the Moose Pond. The birch is fixed in place. The description of the birch wood is "Elegant wood of the finest quality. This could pay for months of food." Understand "tree" and "trees" as Birch Wood. The Sword is an object. The sword is inside chest1. The description of the sword is "Long shiny sword used for killing." The key of vlogulth is an object. The description of the key of vlogulth is "A gold key with 'Key of Vlogulth' written on it." The key of vlogulth unlocks the Gates to Vlogulth. Wearing something is an action applying to one thing. Understand "wear [something]" as wearing. The Lost Necklace Of Bert is an object. The Lost Necklace Of Bert is inside the legchest. The Lost Necklace of Bert can be worn. The description is "Lost treasure of the Bert's family, only a descendant can use it...[line break] Binds to its wearer, increasing players crit chance by 13%." Instead of wearing the Lost Necklace Of Bert: decrease crit by 2; say "You are wearing the Lost Necklace of Bert."; remove the Lost Necklace of Bert from play; HealingPotion is an object. Healingpotionscenery is a scenery. Healingpotionscenery is in the potionstore. Understand "Healing Potion" as Healingpotionscenery. The description of the HealingPotionscenery is "A glass container filled with red liquid. The tag tells me it is a healing potion. I have a feeling this might be useful later on." HealingPotionCount is a number that varies. HealingPotionCount is 0. Refinedhealingpotionscenery is an scenery. refinedhealingpotionscenery is in the potionstore. RefinedHealingPotion is an object. Understand "Refined Healing Potion" as RefinedHealingPotionscenery. RefinedHealingPotioncount is a number that varies. RefinedHealingPotionCount is 0. LuckPotion is an object. luckpotionscenery is an scenery. The luckpotionscenery is in the potionstore. Understand "Luck Potion" as Luckpotionscenery. LuckPotioncount is a number that varies. LuckPotionCount is 0. strengthpotionscenery is a scenery. the strengthpotionscenery is in the potionstore. Strengthpotion is an object. Understand "Strength Potion" as Strengthpotionscenery. StrengthPotionCount is a number that varies. StrengthpotionCount is 0. The Warehousekey is an object. The printed name is "Warehouse Key". Understand "Warehouse Key" as warehousekey. The Warehousekey unlocks the Warehousedoor. The warehousekey is in the BlacksmithShop. The description of the warehousekey is "A key to unlock the Warehouse." Coal is an object. The coal is in the warehouse. the description of the coal is "Seems to be extremely flammable.". FlintandSteel is an object. Understand "Flint and Steel" as Flintandsteel. The printed name is "Flint and Steel". The flintandsteel is in the warehouse. The description of the flintandsteel is "Used to light very flammable objects." [Directions] A person can be mobile or immobile. The a person is usually mobile. Every turn: if combat is 0: Now the player is mobile; otherwise: Now the player is immobile; Follow the mobility rule; Follow the axe rule; Before taking axe (this is the axe rule): If the player is immobile: say "The lumberjack is not going to let you take his weapon..."; stop the action. Before going somewhere (this is the mobility rule): If the player is immobile: say “You cannot move until you finish your fight.”; stop the action. Instead of going nowhere in Smoke: move player to Confusion; Instead of going nowhere in Confusion: move player to Bedroom; Instead of going up in the Burnt Town: say "You can't fly."; Instead of going down in the Burnt Town: say "There is no path down."; Instead of going nowhere in the Burnt Town: say "There is a wall."; Pushing something is an action applying to one thing. Understand "push [something]" or "move [something]" as pushing. Instead of pushing the rubble: if a random chance of 7 in 10 succeeds: say "As you push you feel it move a little bit, maybe a couple more tries."; otherwise: remove the burnt rubble from play; say "You push the rubble aside with great effort, clearing the passage to the north." ; Instead of pushing the log: if a random chance of 3 in 4 succeeds: say "As you push the log you feel it moving."; otherwise: remove the log from play; say "You push the log aside with great force, clearing the passage northwest."; Instead of going northwest from the detour5: if the log is in the detour5: say "The path is blocked by a log."; otherwise: continue the action. Instead of taking the log: say "It is too heavy to lift."; Instead of going north from the Burnt Garden: if the burnt rubble is in the Burnt Garden: say "The path is blocked by debris."; otherwise: continue the action. Instead of going south from the House: move player to Burnt Plaza; say "You've reached the city square. You should probably search around to see if there are any survivors left."; Instead of going west in the Burnt Garden: say "The entire house looks burned down, it looks dangerous."; Instead of taking the rubble: if a random chance of 2 in 5 succeeds: end the story saying "As you pick it up you lose your balance and fall into the debris. Maybe you should have moved it..."; otherwise: say "It is too heavy to pick up, and the splinters from the debris look sharp. Maybe you should move it..."; Instead of going east in the Stone Path: move player to Dirt Path; say “The pathway becomes less defined and more remote. You can see the sun start to fade away, blocked by the tall trees and cloudy skies.”; Instead of going nowhere in the ForestArea: say "There is no path that way, I would rather not get myself lost."; Instead of going east in the Dirt path: move player to Forest; say "As you make your way into the forest, you see a big boulder. The path continues down south."; Instead of climbing the boulder: move player to Chest Room; Instead of going nowhere in the Lumberjack Shack: say "There is a wall."; [Objects & Inv] Instead of looking under the bed: if gold coin is found: say "Stop being so greedy."; else: now the gold coin is found; increase c by 5; say "You find 5 gold coins."; After taking inventory: if c is 0: say "*You are not carrying any coins*"; otherwise: say "*You have [c] gold coins in your wallet*" Instead of examining the gold coin: if c is greater than 1: say "Shiny coins!"; otherwise: say "A single shiny coin." After examining the counter: if the bag of nuts is not found: now the bag of nuts is found; now the player carries the bag of nuts; say "You found some food. A bag of nuts, tasty. [line break]*You take the bag of nuts*"; otherwise: say "There's no more food."; After examining the cupboard: if the healing potion is not found: now the healing potion is found; now the player carries the healingpotion; increase healingpotioncount by 1; say "A healingpotion? Might be handy later.[line break]*You take the item*"; otherwise: say "The rest of the jars are broken."; Drinking something is an action applying to one thing. Understand "drink [something]" as drinking. Instead of giving birch wood to Jack: if Jack is neutral: say "Jack says, 'Hm, not bad. Here's your gift.'"; now Jack is happy; move birch wood to Moose Pond; now the birch wood is not found; increase c by 30; say "[line break] you received 30 coins."; otherwise: say "Jack says, 'Thanks??? but your not getting a second gift.'"; move birch wood to Moose Pond; now the birch wood is not found; Instead of taking the axe: if player carries the axe: say "You already have the axe."; otherwise: if player can see axe: if player is carrying less than 3 things: say "Jack looks at you displeased that you have taken his axe but allows it."; now lumberjackattack is 10; now the player carries the axe; otherwise: say "You're carrying too many things already."; Instead of giving axe to Jack: say "Jack says, 'Thanks for returning the axe'"; move axe to lumberjack shack; now lumberjackattack is 25; Instead of cutting Birch Wood: if the player has an axe: if the player does not have birch wood: now the player has Birch Wood; say "You chopped the birch wood down with the axe. [line break]Elegant wood of the finest quality. This could pay for months of food."; otherwise: say "You already have birch wood."; otherwise: say "You don't have an axe... How are you going to take a whole tree with you."; Understand "Buy [something]" as buying. Instead of buying healingpotionscenery: if c is greater than 4: Increase Healingpotioncount by 1; Now the player carries the healingpotion; decrease c by 5; say "You purchased the healing potion. [line break] Now you have [c] gold coin(s).[line break] [line break]"; otherwise: say "not enough money"; Instead of buying refinedhealingPotionscenery: if c is greater than 14: Increase refinedHealingpotioncount by 1; Now the player carries the refinedhealingpotion; decrease c by 15; say "You purchased the refined healing potion. [line break] Now you have [c] gold coin(s).[line break] [line break]"; otherwise: say "not enough money"; Instead of buying luckpotionscenery: if c is greater than 24: Increase luckpotioncount by 1; Now the player carries the luckpotion; decrease c by 25; say "You purchased the luck potion. [line break] Now you have [c] gold coin(s).[line break] [line break]"; otherwise: say "not enough money"; Instead of buying StrengthPotionscenery: if c is greater than 44: Increase strengthpotioncount by 1; Now the player carries the strengthpotion; decrease c by 45; say "You purchased the strength potion. [line break] Now you have [c] gold coin(s).[line break] [line break]"; otherwise: say "not enough money"; Instead of drinking the Healing potion: if HealingPotionCount is greater than 0: Decrease HealingPotionCount By 1; Increase Health by 50; say "You drink the health potion. [line break] [line break]"; if healingPotionCount is 0: move healingpotion to store room; otherwise: now the player carries the healingpotion; otherwise: say "you don't have any"; Instead of drinking the Healingpotionscenery: if HealingPotionCount is greater than 0: Decrease HealingPotionCount By 1; Increase Health by 50; say "You drink the health potion. [line break] [line break]"; if healingPotionCount is 0: move healingpotion to store room; otherwise: now the player carries the healingpotion; otherwise: say "you don't have any"; Instead of drinking the refinedHealingpotionscenery: if refinedHealingPotionCount is greater than 0: Decrease refinedHealingPotionCount By 1; Increase Health by 200; say "You drink the refined health potion. [line break] [line break]"; if refinedhealingPotionCount is 0: move refinedhealingpotion to store room; otherwise: now the player carries the refinedhealingpotion; otherwise: say "you don't have any"; Instead of drinking the luckpotionscenery: if luckpotioncount is greater than 0: Decrease luckpotioncount By 1; decrease crit by 1; say "You drink the luck potion. [line break] [line break]"; if luckpotioncount is 0: move luckpotion to store room; otherwise: now the player carries the luckpotion; otherwise: say "you don't have any"; Instead of drinking the strengthpotionscenery: if strengthpotioncount is greater than 0: Decrease strengthpotioncount By 1; increase strength by 45; say "You drink the strength potion. [line break] [line break]"; if strengthpotioncount is 0: move strengthpotion to store room; otherwise: now the player carries the strengthpotion; otherwise: say "you don't have any"; Instead of taking the Flintandsteel: now the player carries flintandsteel; say "Use the command 'Use flint and steel' to use the flint and steel"; Instead of taking Coal: now the player carries coal; say "Use the command 'Place coal' to place the flint and steel"; Fuelplaced is a number that varies. Fuelplaced is 0. Using is an action applying to one thing. Understand "use [something]" as using. Instead of using flintandsteel: if fuelplaced is 0: if in the alleyway: say "Try placing down some flammable fuel first to help start the fire."; otherwise: say "I don't think using a flint and steel here is useful."; otherwise: say "FIRE! You started a massive fire that burned down the entire village. The fire caused a massive distraction dispersing all the guards that were guarding the castle gate. It is now apparent to you that you are the last descendant of the Bert family. The king of this city, King Henry, was the one who burnt down your village. You entered the castle with the sole goal of killing the king. He won't live after killing your entire family..."; move player to CastleEntrance; Placing is an action applying to one thing. Understand "place [something]" as placing. Instead of placing coal: if player is in Alleyway: remove coal from play; say "You placed the coal. Now you just need something to light it on fire."; now fuelplaced is 1; otherwise: say "There is no reason to place coal because starting a fire here wouldn't accomplish anything."; Every turn when the player is in the Alleyway: if fuelplaced is 1: say "The coal is placed here. Now you just need something to light it on fire."; otherwise: say "If a fire started somehow, it would create a good distraction."; CastleEntrance is a room. Understand "Castle Entrance" as CastleEntrance. The printed name is "Castle Entrance". Instead of going south in the castleEntrance: say "The royal guards at the entrance to the castle shout, 'STOP! NO ONE SHALL ENTER THE CASTLE. We will guard the entrance at all costs. Unless, a emergency occurs, like a fire for example."; [NPC] Jack is a person. The Jack is in the Lumberjack shack. Jack can be mad, neutral, or happy. Jack is mad. Understand "lumberjack" as Jack Understand "chop down [something]" or "chop [something]" as cutting. Every turn when the player can see Jack: if Jack is mad: say "The Lumberjack says, 'Hey! What are you doing in my house! Hmmm... You don't look like you mean any harm. My name is Jack the Lumberjack. Tell you what, if you can go chop down some birch trees for me I'll give you a little gift."; now Jack is neutral; otherwise: if Jack is neutral: if combat is 0: say "Jack says, 'Young man there's no use in standing around, go chop them trees.'"; Understand "talk [someone]" or "talk to [someone]" as talking to. Talking to is an action applying to one thing. Instead of talking to Jack: if combat is 0: if Jack is neutral: say "Jack says, 'I'm busy writing letters I don't have time to talk till you get me my birch wood.'"; otherwise: say "Jack says, 'What do you want. I already gave you your gift.'"; otherwise: say "PREPARE TO DIE!"; Guard is a person. The guard is in The Entrance to Vlogulth. The description of the guard is "The guard seems weak, maybe you could fight him." Guard can be mad, neutral, or happy. Guard is mad. Every turn when the player can see guard: if guard is mad: say "No one can enter."; now guard is neutral; otherwise: if guard is neutral: if combat is 0: say "guard says, 'I said no one can enter, Im guarding.'" Instead of going south in The Entrance to Vlogulth: if the guard is in the store room: continue the action.; else: say "The Guard says 'No you can't enter.'"; Instead of talking to guard: say "The Guard says 'No you can't enter.'"; Zach is a person. Zach is in the LumberStore. Zach can be mad1, neutral1, or happy1. Zach is mad1. Every turn when the player can see Zach: if Zach is mad1: say "The Store Clerk sees you and says, 'Hi there! My name's Zach by the way. Unfortunately our store is currently out of stock. We haven't been getting much birch wood from our supplier recently. I'm not sure why. It would be a miracle if someone could give us some birch wood. I would definitely reward them well with some gold. Nice to meet you though."; now Zach is neutral1; otherwise: if Zach is neutral1: say "Zach says to you, 'It would be a miracle if someone could give us some birch wood. I would definitely reward them well with some gold.'"; Instead of giving birch wood to Zach: if Zach is neutral1: say "Zach screams in excitement, 'WOW! Your a life saver! Thank you so much stranger. Take this gold as payment.' [line break]"; increase c by 50; say "Zach gave you 50 gold coins."; move birch wood to Moose Pond; now Zach is happy1; otherwise: say "Zach says, 'Thanks for the offer but we don't really need anymore wood for now'"; now the player carries Birch Wood. Richard is a person. Richard is in the PotionStore. Richard can be neutral2 or happy2. Richard is neutral2. Every turn when the player can see Richard: if Richard is neutral2: say "The clerk says to you, 'Hello sir, I'm Richard. We sell magical potions here! Here is our selection of items (type purchase
to buy): [line break]Healing potion +50 health: 5 coins.[line break]Refined Health Potion +200 health: 15 coins[Line break]Luck Potion +critical chance: 25 coins [line break]Strength potion +45 attack: 30coins'[line break][line break]"; now Richard is happy2; otherwise: if Richard is happy2: say "Richard says, 'Here is our selection of items (type purchase
to buy): [line break]Healing potion +50 health: 5 coins.[line break]Refined Health Potion +200 health: 15 coins[Line break]Luck Potion +critical chance: 25 coins [line break]Strength potion +45 attack: 30coins'[line break][line break]"; The blacksmith is a person. The blacksmith is in the blacksmithshop. Every turn when the player can see the blacksmith: say "The blacksmith says, 'The store is closed sorry. My smelting machine keeps catching on fire because of the extremely flammable new coal I've been using. I'm unable to make anything currently.'[line break] [line break]"; if player does not carry warehousekey: say "The blacksmith's back is turned and the warehouse key lies on the floor unattended."; King's Guard is a person. The king's guard is in the Castle Main Hall. The description of the king's guard is "The guard seems strong." King's Guard can be mad, neutral, or happy. King's Guard is mad. Every turn when the player can see guard: if guard is mad: say "The King's Guard says 'What are you doing here, get out.'"; now King's guard is neutral; otherwise: if King's guard is neutral: if combat is 0: say "The King's Guard says, 'Get out.'" King is a person. The king is in the Castle Throne Room. The description of the king is "Finally a worthy opponent, our battle will be legendary." King can be mad, neutral, or happy. King is mad. Every turn when the player can see guard: if guard is mad: say "The king says ‘HOW DARE YOU ENTER MY CASTLE!'"; now King's guard is neutral; otherwise: if King's guard is neutral: if combat is 0: say "The King's Guard says, 'Get out.'" Instead of going nowhere in the Castle Throne Room: End the story saying “As you prepared to flee, the royal guards came in yourself you were captured. You are to be executed.” Instead of talking to King: say "I don’t have time to talk to ye, yes it was I who killed the Bert Family, and I’m surprised how you were spared. No wonder, you time shall come now!"; [Fighting] health is a number that varies. health is 100. lumberjackhealth is a number that varies. lumberjackhealth is 150. lumberjackattack is a number that varies. lumberjackattack is 25. combat is a number that varies. combat is 0. damage is a number that varies. damage is 0. attack is a number that varies. attack is 0. crit is a number that varies. crit is 10. Strength is a number that varies. Strength is 0. Guardhealth is a number that varies. Guardhealth is 50. Guardattack is a number that varies. Guardattack is 15. Kingguardhealth is a number that varies. Kingguardhealth is 200. Kingguardattack is a number that varies. Kingguardattack is 33. Kinghealth is a number that varies. Kinghealth is 650. Kingattack is a number that varies. Kingattack is 50. Understand "fight [someone]" and "attack [someone]" as attacking. Fighting is an action applying to one thing. Understand "attack using [something]" and "attack with [something]" as fighting. [initiate attack] Instead of attacking Jack: if player can see the Jack: say "You are now fighting the Lumberjack. Type attack with
to fight. You cannot leave combat until one of you dies."; if player carries axe: say "The lumberjack has no weapon"; otherwise: say "The lumberjack's weapon is an axe"; say "[line break]Your health is [health][line break]"; say "Lumberjack's health is [lumberjackhealth]"; now combat is 1; otherwise: say "The Lumberjack is not in sight."; Instead of attacking Guard: if player can see the Guard: say "You are now fighting the Guard. Type attack with
to fight. You cannot leave combat until one of you dies."; say "The Guard's weapon is a sword."; say "[line break]Your health is [health][line break]"; say "Guard's health is [guardhealth]"; now combat is 2; otherwise: say "The Guard is not in sight."; Instead of attacking King's Guard: if player can see the King's Guard: say "You are now fighting the King's Guard. Type attack with
to fight. You cannot leave combat until one of you dies."; say "The King's Guard's weapon is a light sword."; say "[line break]Your health is [health][line break]"; say "King's Guard's health is [Kingguardhealth]"; now combat is 3; otherwise: say "The King's Guard is not in sight."; Instead of attacking King: if player can see the King: say "You are now fighting the King. Type attack with
to fight. You cannot leave combat until one of you dies."; say "The King’s weapon is a gold sword."; say "[line break]Your health is [health][line break]"; say "King's health is [Kinghealth]"; now combat is 4; otherwise: say "The King is not in sight."; Every turn: if attack is 1: increase damage by strength; now attack is 0; if combat is 1: decrease lumberjackhealth by damage; if lumberjackhealth is greater than 0: say "Lumberjack's health is [lumberjackhealth][line break]"; decrease health by lumberjackattack; if health is less than 1: end the story saying "You died to the Lumberjack's attack"; otherwise: say "Your health is [health]"; otherwise: move Jack to Store Room; remove Jack from play; now combat is 0; now the player carries the Key of Vlogulth; increase c by 50; say "You killed the Lumberjack and find 50 coins and a key on his body with 'Key of Vlogulth' written on it. You take the key."; if combat is 2: decrease guardhealth by damage; if guardhealth is greater than 0: say "Guard's health is [guardhealth][line break]"; decrease health by guardattack; if health is less than 1: end the story saying "You died to the Guard's attack"; otherwise: say "Your health is [health]"; otherwise: move Guard to Store Room; remove Guard from play; now combat is 0; increase c by 30; say "You killed the Guard and find 30 coins."; if combat is 3: decrease kingguardhealth by damage; if kingguardhealth is greater than 0: say "King's Guard's health is [kingguardhealth][line break]"; decrease health by kingguardattack; if health is less than 1: end the story saying "You died to the King's Guard's attack"; otherwise: say "Your health is [health]"; otherwise: move King's Guard to Store Room; remove King's Guard from play; now combat is 0; increase c by 70; say "You killed the King's Guard and find 70 coins."; if combat is 4: decrease kinghealth by damage; if kinghealth is greater than 0: say "King’s health is [kinghealth][line break]"; decrease health by kingattack; if health is less than 1: end the story saying "You brace yourself for the blow, but you succumb to his power and lose the fight, you failed to bring justice to your family and people."; otherwise: say "Your health is [health]"; otherwise: move King to Store Room; remove King from play; now combat is 0; increase c by 9999; End the story saying "You have killed the King, King Henry VIII, and find all his treasures, you become the new ruler of Vlogulth, avenged your family and people, and are so rich, but at what cost?"; Instead of fighting sword: now attack is 1; if combat is not 0: if player carries sword: if a random chance of 1 in crit succeeds: now damage is 100; else: now damage is 50; Instead of fighting axe: now attack is 1; if combat is not 0: if player carries axe: if a random chance of 1 in crit succeeds: now damage is 50; else: now damage is 25; Instead of fighting fists: now attack is 1; if combat is not 0: if a random chance of 1 in crit succeeds: now damage is 30; else: now damage is 15; [Win/Lose conditions] After eating the bag of nuts: decrease health by 90; if health is less than 0: end the story saying "You died due to peanut allergies."; else: say "You eat the peanuts, it tastes yummy and you're full of all-energy like it says. But you start to feel a bit queasy."; say "You're allergic to peanuts, your health is now [health]"; remove nuts from play;